AuthorTopic: Alttp - Horn of Balance [demo 19] (Read 198123 times)

Still alive Between the new Zelda and the new Gamemaker Studio actual gameplay development has pretty much stopped right now. (Loving both distractions by the way!). I expect I'll need about another month for the conversion to Gamemaker Studio 2. After that I'll finishing up with the new swimming mechanics, connect the new magic maze and tweak the Moldorm bossfight. Once all of that is done I'll see about releasing a new demo for testing.

0.18.19 Studio (18 maart 2017)* Fixed visuals during credits screen for larger screen sizes* Game longer does trickery with foregrounds for less code in GMS2* Changed various naming conventions and subscribt for cleaner code in GMS2

Just a little update to show the project is still alive.I hit a little snag earlier this month with the new inherentance options of GM Studio 2, which caused all the new tileset usage to get scrambled (see screenshot). But I'm almost done fixing it and truly finishing the conversion to the version of GM. Aside from that I'm working on adding a small intro cave to the game and making progress on the next dungeon (=A lofty mansion complete with garden and underground cells). The plans for these rough designs for these new area's are done, though it will take several months to fully add all intented functionality (which I'll add in phases).

0.18.29 Studio (9 april 2017)* Made a lot more progress on the new tilesets and implementation* Fixed glitch where enemies can move over some types of terrain* Replace almost all usages of obselete function: instance_create

0.18.34 Studio (29-30 april 2017)* Added various generic helper functions for checking room conditions (like if all enemies are dead). Mainly done to save time and complexity in the future.* Made pressure plates simpler/faster to implement* Finished version 1.0 of intro cave* Made lots of progress on the mansion dungeon* Edited the way visuals are determined for locked and conditional doors* Cut large blue chests that do not require a the master key* Magicly appearing staircases now handled differently (cutting some duplicate sprite resources)

And here is this weeks progress. I made some good progress on adding the swimming mechanics. I'll likely take a break next weekend and continue the week after. Would anybody be interested in playtesting it once it's done? If so post a reply or send me a message.

0.18.36 (12 mei 2017)* Added new single scripting for adding one-off items to dungeons* Made a little progress on implementing Mansion Dungeon* Made more progress on retiling with new tilesets* Reorganised external files more logically* Fixed a few minor masking issues* Finished tilesets for all the (new) dungeons

And here is the latest progress report:Good progress was made on the swimming mechanics, but it's not yet finished.

Sorry Theforeshadower, but it needs a little bit more polish before I can send it out. Specificaly: I kinda didn't realise water in the overworld used slanted edges , whereas my water mechanics (so far) only take rectangles into consideration. If that makes sense. I feel kinda silly for missing it.I could send what I already have, but the water looks very much out of place in the overworld without custom tiles. So it's not ready it yet to bother your streamfollowers with I think. I'll toss it over as soons as it's also fixed.

For all: I DID add a diving mechanic. This also wasn't in the original appearantly (Not sure what was up with my memory this week), but I really like the results so I'm keeping it in. As it uses the action button diving will replace the faster swimming motion from the original.

@Theforeshadower: Still working on the swimming mechanics. It turns out adding it to my existing collision system is a bit of a headscratcher, but I'll get it done eventually.See the screenshot for the current situation.

Yes! Finally finished the swimming mechanics as seen on the attached image. (I might still tweak it a little based on feedback, but for now it's done). Time to pick a new challenge to tackle next week.

PS: I've also added a simpler cave right of the starting area for the player to find the flippers. The Moldorm cave has been shifted to the lower right of the map.

0.18.40 (2-4 juni 2017)* Made decent progress on the tilesets for the overworlds (now about half way finished)* Fixed depth issue with shadows during death

0.18.41 (5 juni 2017)* Added triangles to deep water surfaces* Made it so you can moothly swim from one deep water area to an (adjacent) other one

0.18.42 (9-10 juni 2017)* Made progress on the overworld tileset* Expanded ligth world visuals* Expanded the overworld with a makeshift swimming area* Mechanics now account for running directly into deep water* Changed projectiles being blocked by deep water* Made it so you also get proper hurt recovery time while swimming* Edited swimming speed / gamefeel a little more* Fixed various other smaller bugs with swimming mechanics* Fixed visuals Ku/River Zora* Made it so Ku/River Zora will now damage swimming players on contact

0.18.43 (11 juni 2017)* Finished documenting all variables used in software* In dungeon 1 and 2 you can now activate shortcuts to/from the dungeon entrance. (Mainly added because the bosses are already hard enough).* Made more progress retiling using new tilesets

I'm still alive. Sorry for the month of absence. I needed some time away from the project, but I'm back again. (Check the attachements for new screenshots). And if anybody want to help testing the new dungeon and mechanics I'm working on feel free to reply or send me a PM. The NCFC will probably be happening in a couple of months so any and all help to get the next release done before then is greatly appreciated!

Hello again. Work started back up again properly last week, but I just wanted to let people know I'm back at it more seriously now. Also, I made a personal schedule in preparation for the NCFC participation (since I know some of you like it when there is progress to follow).

If anybody wants to contribute with spriting, music or testing in order to make the NCFC entry even better be sure to send me a message.

0.18.50 (3 september 2017)* Gibo cloud can no longer get stuck around corners* Made more progress retiling overworld* Expanded red boomerang to also bounce off walls* Red boomerang can be recalled mid flight (and eager to get feedback on it's gamefeel)* Fixed issues with boomerangs not correctly collecting items

0.18.52 (10 september 2017)* Added pushable windrooster statues* Added first of a series of statue puzzle to the garden* Added conditional blocking objects* Added graves

0.18.53 (11 september 2017)* Found and fixed small memory leak in an idle animation* Tweaked some of the garden transitions* Added more statue puzzles to garden* Made more progress retiling all the overworld area's* Improved consistency grid collision systems

0.18.54 (12 september 2017)* Made more progress retiling all the overworld area's* Made more progress on mansion garden* Removed several (now) obselete tilesets* Added text to garden graves